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DOOM’s Development: A Year of Madness

WeAreDevelopers

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  • Recommended by 2 people: 1 on Lobsters and 1 curated list.
  • Presented by John Romero, game designer and programmer
  • May be out of date. Uploaded 8 years ago, in an area where tools change fast.

Beginner. No background in the topic needed.

850K views8 years ago2 recommendations

Game developmentHistory and culturePostmortems and making-ofHistory of computing

John Romero delivers a postmortem on the development of DOOM, sharing behind-the-scenes stories and technical details from its creation.

“Does it run DOOM?” is the oft-heard phrase as it is the canonical first-port for any system, be it a toaster, touch bar or printer. Programmer, game designer, level designer and DOOM II final boss John Romero delivers a postmortem on the game showing rarely seen material, memorializing its immersive but nerve-wracking 3D environments, networked multiplayer deathmatches, demonic imagery and themes, Barney WADs, exploding barrels, and BFG 9000. The global dev community meets at WeAreDevelopers, an event dubbed by many as the “Woodstock of Developers”. The WeAreDevelopers World Congress 2019 will be in Berlin on June 6&7 and John will be there again! Get your ticket now. Visit the largest developer playground in Europe! wearedevelopers.com/ Facebook: facebook.com/wearedevelopers Twitter: twitter.com/WeAreDevs Instagram: instagram.com/_wearedevelopers/ #WeAreDevs ©2018, WeAreDevelopers

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2 people recommend this

What people say. Recommended as a fascinating historical postmortem of DOOM's development by its co-creator.

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DOOM’s Development: A Year of Madness

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Under “Computer History”

DOOM’s Development: A Year of Madness by **John Romero** (WeAreDevelopers 2018) 44:12